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Init.sqf....


RRP47

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Everything I've read says to have your addons executed at the bottom of the init.sqf in the mission.pbo.

 

i.e, []execVM "custom\blahblah.sqf";

 

now when i do that, nothing works. I have to move the lines to "if (isDedicated)" lines. Safe zone traders, and custom debug is in there. Had map additions in there, but it duped the hell out of them and am in the process of trying to fix this.

 

there a reason I have to do everything so much different? I mean, I'm new yes, but have a knowledgable scripter backing me. And this stumps him as well. So I turn to the community. Any insight?

 

I have a dayz.st Epoch Panthera Server if that helps.

 

Thanks in advance

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I have tried that with the buildings, and in doing so, nothing spawns. It thoroughly confuses me and me friend who has the exact same thing in a taviana epoch server, and has everything executed from the bottom of the init, yet I can't get anything to work from there.

 

for the time being, here is how my buildings are done...they spawn this way, and do not dupe themselves.

if (isServer) then {


[] execVM "custom\buildings.sqf";
//Compile vehicle configs
call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_16.Panthera2\dynamic_vehicle.sqf";
// Add trader citys
_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_16.Panthera2\mission.sqf";

_serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};

 

and this is how i have to execute my custom debug, bridge to Varta, and safezone traders...otherwise they don't work.

if (!isDedicated) then {


[] execVM "custom_monitor.sqf";
[] execVM "custom\agn_safezonecommander.sqf";
[] execVM "custom\bridge.sqf";
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");

//Run the player monitor
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
};

 

custom debug won't work unless I code it there, same with safe zones and the bridge. anything I try to execute from the BOTTOM of the init, in anyway, doesn't work. am I muffing everything up? or is this just how it's going to have to be? lol

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Add your custom map content server side, will reduce mission file size and saves sending un-needed data to clients. 

 

The server adds your custom map content, you dont need the clients to load the same data.

 

Have a look at my method of inserting the custom content server side.

 

Custom Buildings that spawn loot need to begin with Land_ not MAP_

 

Hope this helps a bit :)

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I'll give this a go and see what happens. I was told not to add them server side, but always willing to take advice. lol

 

Now the Varta Bridge I have added, https://www.dropbox.com/s/dvlzd93ku69nkg9/bridge.sqf is coded weird. At least to my eyes. Will this work on server side as well?

 

Any insight as to why my other execVM's won't function properly when put at the bottom of the init.sqf like everyone else? lol

 

Thanks so much! 

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So I just tried doing it the way you suggested Urol1, my results were;

it took 2 logins for the bridge to completely spawn, it started with only one piece on first login, and was completed on the second.

 

Custom base never spawned after multiple logins.

 

Starting to think that my server is just doomed to operate different......lol

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